Hello, I'm really new to PTCG and could really use some help. I'm pretty poor at the moment, and I have been playing entirely online. I haven't had a chance to actually test this deck because of the steep costs people are asking for a lot of these cards, so I wanted to get it peer-reviewed before I shelled out to get them. Here is what I am thinking:
-Pokemon- (17 Cards- [8] basic/ [6] Stage 1/ [3] Stage 2)
3 Yanmega
3 Yanmega Prime
2 Teddiursa (60 Hp, not Fake Tears)
2 Ursaring Prime
3 Litwick (Teleportation Burst)
1 Lampent
3 Chandelure
-Trainers/Supporters- (27 Cards - [10] Support/ [17] Trainer)
4 Rare Candy
3 Catcher
2 Pokemon Communication
4 MooMoo Milk
2 Great Ball
2 Energy Retrieval
3 Copycat
3 Judge
2 Interviewers Questions
2 Pokemon Collector
-Energy-(16 cards, [20] Total Energy Supplied)
4 DCE
12 Psychic
-Strategy-
Start as hard and fast as possible with Yanmega Primes. Try to get at least 1 Ursaring Prime on the Bench as fast as possible with 2 DCE attached and 2 Chandelures also on the bench (hopefully quickly with rare candy). Specific early game objective is to deal with pesky Coballions/Terrakions, but also gives a chance at getting the donk. Ursaring will step in to the death (no intention of using switch to get him out) swinging for 120 a hit in the event that any bench damage hits him, but subbing in early is possible to deal with Ampharos or Thundrus/ Tornadus (spelling?). Also, assuming that what ever pesky active is giving my Yanmegas problems has already taken 1 hit from them, 70 + Ursarings 60 will hopefully KO. If Ursaring prime has suffered bench damage, his 120 may be enough for a OHKO. 2nd Ursaring Prime can possibly come in late game if necessary, hopefully it wont come to that and I can just use them at PC fodder for trying to get a 3rd Chandelure down. After first several turns of weakening/killing with Yanmega and Ursaring, Chandelures comes in placing 3 markers on anybody that has retreated with serious damage, or utilizing catcher to place straight 80dmg + burn/confuse on somebody strong of my choosing
Judges and Copycats are for Yanmegas, but will also help me cycle through my deck to try and place Stage1 and 2's if I have problems finding them with Great Ball or Pokemon communication (you may notice no draw cards like Cheren or PONT). MooMoos are to buy my Chandelures or even Ursaring an extra turn or so (maybe another shot at a 120 dmg from Ursaring). Interviewers are for extra help grabbing DCE for Ursaring or extra psychic for Chandelure, and the energy retrieval is in in case some pesky durants mill more psychic energy than is comfortable for me.
This is really my first shot at designing a deck so I could really use some feed back. Thoughts?
-Pokemon- (17 Cards- [8] basic/ [6] Stage 1/ [3] Stage 2)
3 Yanmega
3 Yanmega Prime
2 Teddiursa (60 Hp, not Fake Tears)
2 Ursaring Prime
3 Litwick (Teleportation Burst)
1 Lampent
3 Chandelure
-Trainers/Supporters- (27 Cards - [10] Support/ [17] Trainer)
4 Rare Candy
3 Catcher
2 Pokemon Communication
4 MooMoo Milk
2 Great Ball
2 Energy Retrieval
3 Copycat
3 Judge
2 Interviewers Questions
2 Pokemon Collector
-Energy-(16 cards, [20] Total Energy Supplied)
4 DCE
12 Psychic
-Strategy-
Start as hard and fast as possible with Yanmega Primes. Try to get at least 1 Ursaring Prime on the Bench as fast as possible with 2 DCE attached and 2 Chandelures also on the bench (hopefully quickly with rare candy). Specific early game objective is to deal with pesky Coballions/Terrakions, but also gives a chance at getting the donk. Ursaring will step in to the death (no intention of using switch to get him out) swinging for 120 a hit in the event that any bench damage hits him, but subbing in early is possible to deal with Ampharos or Thundrus/ Tornadus (spelling?). Also, assuming that what ever pesky active is giving my Yanmegas problems has already taken 1 hit from them, 70 + Ursarings 60 will hopefully KO. If Ursaring prime has suffered bench damage, his 120 may be enough for a OHKO. 2nd Ursaring Prime can possibly come in late game if necessary, hopefully it wont come to that and I can just use them at PC fodder for trying to get a 3rd Chandelure down. After first several turns of weakening/killing with Yanmega and Ursaring, Chandelures comes in placing 3 markers on anybody that has retreated with serious damage, or utilizing catcher to place straight 80dmg + burn/confuse on somebody strong of my choosing
Judges and Copycats are for Yanmegas, but will also help me cycle through my deck to try and place Stage1 and 2's if I have problems finding them with Great Ball or Pokemon communication (you may notice no draw cards like Cheren or PONT). MooMoos are to buy my Chandelures or even Ursaring an extra turn or so (maybe another shot at a 120 dmg from Ursaring). Interviewers are for extra help grabbing DCE for Ursaring or extra psychic for Chandelure, and the energy retrieval is in in case some pesky durants mill more psychic energy than is comfortable for me.
This is really my first shot at designing a deck so I could really use some feed back. Thoughts?